Oculus Spatializer for Wwise integration
Morning Everyone, For my project I'm using Unity 2021.3.8 with Oculus ingration v56 Wwise v 2022.1.8 I've recently integrated Wwise in my project to add sounds with the Oculus Spatializer. Here is a list of the steps i've taken: Download Wwise launcher Select integrate on my unity project downloaded Oculus Spatializer for wwise plug-in and copy/pasted the two file (dll and xml )in the audiokinetic Authoring/plug-in repository after integration ended succesfully i've added some sound to my experience via the newly created wwise project (following the documentation guide in order to use the spatializer pulg -in) added the soundbanks Results: Audio in Unity Editor are working fine but upon building my experience for Android the build does not play any sound and unity is debugging that the ddl and the .so file of the Oculus Spatializer Plug-in cannot be found i've already tryied to: modify the wwise integration in order to update it, removing the wwise folder and reintegrate it but it amounted to nothing. i' ve also made a simpler project and repeted the passages i've follewd the fisrt time and in that framework it works (So i've excluded a compatibility problem with wwise version and the Plug-in version). Any ideas ? thanks in advance1.1KViews0likes0CommentsShare Spatial Anchor between devices
Hello everyone, I'm building an app that 2 person with 2 headset could manage the same virtual object in mixed reality with passthrough and the 2 person are local so the object have to be align and in the right place in real world. The main issue I have right now is that I need the object be in same position referred to the real world because the user are in the same real room in passhtrough. I thought to use Spatial Anchor but I have to do that sharable trough device, it could be possible? Someone have tips or my way to think it's completely wrong?2.3KViews0likes2CommentsOculus Spatial Reverb Without Early Reflections
Hello! I'm integrating Oculus Spatial reverb in FMOD. I want to disable early reflections and only have reverb because of performance cost. However, when I turn off "Reflections" on my spatial reverb in FMOD, the audio sounds the same as it does with the plugin bypassed. I've seen the ability to turn off early reflections mentioned several times online. How do I do that/Why isn't reverb being applied? I am testing in the FMOD editor.1.4KViews0likes0CommentsAmbisonic playback broken (headlocked) in Unreal 4.25.3 (Oculus Branch)
Hi there, we are currently trying to incorporate ambisonic ambient files in our current Unreal project (engine source built from the Oculus Branch 4.25.3) but no matter what we do, the ambisonic track stays completely head-locked. We went through the set up guide to ensure everything is set up correctly and tested with files from Oculus Ambisonics Starter Library to ensure its not a file issue. Also, we had this working fine with an earlier version of the Oculus Branch. The issue persists also when using the built in spatializer (although not sure if that one ever properly worked) Help to get this feature running again would be much appreciated, thanks in advance. Daniel717Views1like0CommentsCannot remove Oculus plugin from any Unity project
After importing the Oculus Unity Integration into any project, even an empty one, I can no longer remove the Oculus plugins. A Unity error prevents it. It should be easy to remove Oculus support from an App, it's an option in the menu: "Oculus -> Tools -> Disable OVR Utilities Plugin". This does not work, it restarts Unity and the Oculus plugins are still enabled. There is a popup that warns that the plugins installed through the Package Manager will remain enabled, but pulling up the Package Manager shows no Oculus plugins at all. Simply deleting the Oculus folder is impossible, it prompts an error message which says that "Some assets could not be deleted. Make sure nothing is keeping a hook on them, like a loaded DLL for example." Deleting files one by one reveals that the DLL that cannot be deleted is AudioPluginOculusSpatializer.dll. It is impossible to delete as long as Unity is open, the only option I have found is to delete the file while Unity is closed. This seems excessive. On older versions of Unity this was never required, the folder could be deleted at any point. Is there a way to remove the Oculus Spatializer within Unity?7.5KViews1like2CommentsOculus Spatializer 1.39 update causes Oculus SDK initialization fail? (UNITY) Please help!
Hey guys, Hoping someone can lend a helping hand or share if they are having an similar issue. After updating the oculus spatializer to 1.39 I suddenly have sound but the Oculus SDK seems to fail to initialize. So, I am unable to see or move around in the Rift headset I am using. If OpenVR is listed as secondary SDK, then unity will switch to this... where there is no issue with sound or movement. However, I would like to continue to develop using the Oculus SDK and not OpenVR. This issue did not seem to occur before update. In the case that I reject the spatializer update, I am unable to get any sort of sound to work in game. All sounds work in editor, prior to pressing play button, and even show as playing when in the Master Volume if output is set to master in an AudioSource Component, though still no actual sound to be heard. I have checked that nothing is muted etc... Seems like an issue between the SDK and 1.39 spatializer but cannot find any similar stories reported in forums etc. Any ideas are much appreciated... thanks.1.5KViews0likes1CommentOculus Audio SDK Unreal Integration
Hello, I was very hyped by the technology presented for the new audio SDK and wanted to use it in Unreal. I installed the engine from the Oculus branch on github. (so it's 4.21 + 1.34) But it seems like its not working ... At least the propagation part. The functions are actually there, I can tag the meshes and add a OculusAudioGeometry and OculusAudioMaterial, but then it doesnt do anything to the sound. So I wanted to know, am I doing something horribly wrong or is it just not implemented yet? Also is it easy to integrate / use in Unity ? I could consider switching then. For me the most important are reflections (especially, early reflections). thanks, cheers506Views0likes0CommentsDid I install OSP for Wwise correctly?
Hello, I have a quick question regarding the proper install of the OSP for Unreal and Wwise on a Windows x64 machine. All the steps are straight forward except for the copy/paste of the .h header code. It says you only need to do that if you use the PC SDK. I do not have the PC SDK installed, do I need that for it all to run correctly? It connects to Wwise and Unreal and sounds good, but when I build the game and use the Wwise profiler on the build it says the Oculus Plugin is not registered. I hear sounds, and it sounds different than turning the OSP off in Wwise, so it must be working...I think. I am using Wwise 2017.1.9.6501 in UE4.18.3 on Windows x64 with the ovr_audio_spatializer_Wwise_1.27.0 I get this when I start UE: LogHMD: Oculus plugin initialized. Version: 4.18.3-3832480+++UE4+Release-4.18, OVRPlugin: 1.19.0 I get this upon build: UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] [CAPI] LibOVR module location lookup failed.[OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed: UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed: UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio OUT device. UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][INFO] Connected to the server running version (prod = 1).1.30.0(build = 676007) feature version = 0. Client runs version (prod = 1).1.30.0(build = 0) feature version = 0[OVRPlugin][INFO] IAD changed to 60.8mm Another issue is when I did try to copy/paste the code into the .cpp file, I received syntax errors upon build and a failed build. Any help would be much appreciated! Thanks, Tyler2KViews0likes8Comments3D Audio from video file spatialization
Hello, I am working on a 360 video GearVR app. I'm using Movie Player Sample from Oculus sample framework. I was wondering if there is a way to assign audio from video to Unity's audio source. I am trying to make use of Oculus spatializer. I am really not sure how to proceed with this. Thanks!1.2KViews0likes4Comments